Any advice for spawning bullets via a server RPC on fast moving vehicles/pawns?

  • I’m using client authoritative movement (physics-based pawn).
  • The vehicle’s transform is interpolated on the server, causing the transform on the server to lag behind based on velocity and latency.
  • Like the title says, bullets are spawned on the server, only cosmetics and sounds are predicted.

I tried to extrapolate the transform and it helped a bit, but my method was not good enough.
Is it hopeless to extrapolate the transform of an interpolated actor? If not, what should I consider besides velocity and latency? Or do I need some form of predictive movement system?

Let me know if you need more details or if something is unclear. Thanks.

There seems to be more than one issue. Network latency aside (disabling network emulation) still results in debug drawing the GetActorTransform to lag behind as speed increases.
I tried exposing the FBodyInstance transform to BP and from drawing that, but it gives the exact same result.
Changing the tick group does nothing for either method (not using async physics).

How can I get the exact transform of the physics bodies as seen when showing collisions?